
Able to blend into virtually any available covering Rogues attack unexpectedly
from the shadows. Rogues work with complex poisons, darts and traps to stun, slow,
maim and deliver pain to their opponents. Unlikely to ever fight
fair, the Rogue is out to survive and win.
|
Rogue Starting Attributes |
|
Strength |
Constitution |
Dexterity |
Vitality |
Intelligence |
Wisdom |
|
40 |
40 |
45 |
35 |
25 |
25 |
Suggested Attribute Investment Priority |
| Strength |
Constitution |
Dexterity |
Vitality |
Intelligence |
Wisdom |
| A |
C |
A |
B |
D |
D |
Stalking
Rogues can make themselves virtually
undetectable. As long as nothing detects the Rogue, he can remain in this state
indefinitely. Cloaked thusly, the Rogue can enter into dungeons or
houses, even approach enemies with-in attacking distance unseen.
The Rogue selects a target and stalk them undetected, then
delivers massive damage to the unsuspecting opponent. The longer the
Rogue remains unseen, the more devastating his attacks become. Attacks cost less, are more accurate and deal more damage.
Poisons and Devices
Rogues work with ancient, darkly guarded prescriptions and
blueprints to concoct and construct various crippling poisons and
devices designed to help them get the upper hand in battle.
- Poisons
The Rogue applies various poisons to the
blades of weapons which deliver the vile effects to enemies
during combat, including poisons that cripple, weaken, slow and
outright
kill.
- Flechettes
Hand tossed projectiles that can
explode dealing area of effect damage to all nearby opponents,
or even root a crowd of enemies.
- Blow Darts
Rogue class specific projectiles that
deliver damage and poisons to opponents. Special darts can
include poison, sleeping potion and lethargy potions to slow
combatants.